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Here are the rules:
1) There will be different characters will differnet abilities
2) Each character can only choose to use one of their active abilities each round, unless otherwise stated.
3) Passive abilities are always in play every single round and can be advantageous or not.
4) Everyone will roll initiave at the start of the round. The highest initiative goes first.
5) The characters that are listed below will are the characters that MUST be in the game at the start.
6) Once a character reaches 0hp, they are dead!
7) Have fun!

Special thanks to Silkenfist for coming up with this system.
Thread for suggestions and improvement is here!

Registration is open now and closes on Tuesday 20th March 3PM EST.
Then I can see just how many characters there will need to be.

Sora: 16hp Initiative: +1Alignment: GoodRace: HumanAttack: 2 damageKeyblade Master: 3 damage to target when Mickey and Riku are alive.Strong Heart: Sora cannot lose his actionsTrinity: 5 damge to target, 1 damage to Sora, Donald and Goofy, can only be used when Donald and Goofy are alive.

Riku: 18hpInitiative: -1Alignment: I'm just gonna say Neutral because Riku can't make up his mind.Race: HumanDark Aura: 2 damage to any target.Keyblade Master: 3 damage to target when Mickey and Sora are alive.Dark Shield: Protects Riku and one other target from attacks for 1 round.Dark Tendencies(passive): Negative effects from Evil characters last an extra round.

Kairi:9hpInitiative: +4Alignment: GoodRace: Human Heart of Pure Light(passive): Evil characters can only do 1 damage to Kairi.Princess of Heart(passive): Any player that targets Kairi with a positive action gains 2hpI want to help too!: 1 damage to target char.Hard to Find: No actions can be used on Kairi until the end of the round.

Goofy: 20hpInitiative: -2Alignment: GoodRace: Umm, Dog, I think.Shield Charge: 2 damage to target. Target loses all actions until the end of next round.Shield Tornado: 2 damage to all within 2 initiative values.Goofiness(passive): Goofy can't act if he rolls an initiative below 5.Loyalty: 6 damage to Sora, Mickey or Donald's killer. (Can olny be used once).

King Mickey: 14hpInitiative: +2Alignment: GoodRace: MousePearl: 2 damage to target characterKeyblade Master: 3 damage to target character when Sora and Riku.Healing Winds: 8hp to target character (Can only be used once)Royal Order: Choose target's action next round.

Xenahort's Heartless:13hpInitiative: +1Alignment: EvilRace: HeartlessDark Guardian: Summons a Dark Guardian, it has 5hp and can deal 1 damage to any target in a round. It must be killed before damage can be dealt to Xenahort's Heartless.Dark Blast: 2 damage to 3 target characters.Possess: Choose target character's action next turn.Dark Sweep: 3 damage to target char, 4 damage if they are Good.

DiZ: 10hpInitiative: +3Alignment: NeutralRace: HumanWise Theory: Target char gets an additional action next round.Invention: Conjures up an invention with 5hp and deals 2 damage to any target char each round. Transmute to data: Target char loses all actions until the end of next round.Now, GO!!: Choose target char's next action.

Malificent: 11hpInitiative: +3Alignment: EvilRace: Umm, green-skinned, long-necked human? Summon Heartless: Summons a Shadow Heartless that has 5hp and can deal one damage to target char every round.Transform into Dark Dragon: Malificent transforms into a Dark Dragon for 3 rounds. She gains 10hp and can only use the attack Dragon Breath, which deals 4 damage to target character.Evil Cackle: Evil character who target Malificent with an ability before the end of the round lose their actions until the end of next round.Heart of Darkness: All attacks from Good chars are enhanced by 1

Namine: 9hpInitiative: +4Alignment: NeutralRace: NobodyImprision: Target charcter cannot act until the round of next round. Draw Heartless: Namine draws a Shadow Heartless that comes to life. It has 5hp and can deal one damage to target char every round.I don't techinally exist(passive): Namine cannot die until Kairi dies, if they are the last two characters left, Kairi wins.Help: 2 hp to any target char

Pete: 24hpInitiative: -3Alignment: EvilRace: DogJump and THUD!!!: 2 damage to all within 2 initiative values of Pete.Punch: 3 damage to target char.Goofiness(passive): Pete can't act if he rolls an initiative below 5.Avenge: 6 damage to Malificent's killer (can only be used once)

Give a player a fish, and he’ll probably try to sell it to an NPC fisherman.

Teach a player to fish, and next week he’ll show up with the book, “The Complete Adventuring Fisherman”. He’ll start hunting for some monstrous leviathan to catch and enslave, and he’ll be dual-wielding two fishing poles.

"Thrice-cursed spell resistance! It's almost like the universe itself is trying to deliberately force some form of arbitrary equality between those of us who can reshape matter with our thoughts and those who cannot."Nope, nothing to see here. Move along, citizen.

The doors of the registration office close, with 13 people on the registation list. The workers on the registration office look all over the worlds for 2 more characters. They reach Halloween Town and convince Oogie-Boogie to join the battle. Then they turn aquatic and visit Alantica, where Ursula agrees to join.

The new characters:

Oogie-Boogie:18hpInitiative: -1Alignment: EvilRace: Big bag of bugs.Body Slam: 2 damage to target charMinions: Summons Lock, Shock, and Barrel, they each have 1hp and can deal 1 damage to any target char. Oogie-Boogie lose 2hp for summoning these.Deadly Casino: Forces target char to roll a d20, if they roll 10 or under, they are dealt 5 damage. If they roll more than 10, Oogie is dealt 3 damageBag of Bugs(passive): If Oogie receives 5 damage or more in 1 round, he is unable to act the next round. If this happens, Oogie is free from this effect until the round after the next.